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Sony Bravia KDL-46XBR4 LCD Digital Color TV
Last year when I reviewed the 1080p Sony Bravia KDL-46XBR2 at our sister publication, it "really knocked me out." Now we have the new $3,599 Bravia KDL-46XBR4. It's spec'd for better black levels, a new, slick on-screen menu system, and 120Hz operation, a feature that can reduce image smear with moving images, which is one of the lingering problems of LCD display technology.
Cosmetically there's a dark gray bezel around the screen. This is surrounded by an aluminum-trimmed clear glass frame, which gives the image a suspended-in-space look. Optional bezels are available in a variety of contemporary, décor matching colors for an additional $300 each.
But all this framing results in a set that takes up more room than many models from other manufacturers with larger screens. If you have the room for it, however, and like the design (I find it distinctive in today's sea of anonymous, glossy black frames), the Sony's size won't matter.
The XBR4 offers a generous array of connections, including three HDMI inputs, two component connections, and an RGB input for a computer. The Sony does not have a CableCARD slot.
The Sony offers all the usual features of a fully equipped set, including multiple aspect ratios, a (code) programmable multi-component remote, Parental Lock, and standard video adjustments. PIP and P&P allow you to watch two sources either via the usual small image overlay (PIP) or side-by-side (P&P).
BRAVIA Theatre Sync enables communication and control of multiple components via HDMI. The other components must have Sony HDMI Control capabilitywhich essentially means that this feature will be fully useful only through a system consisting entirely of new Sony componentsapart from the speakers.
Sony's Digital Media Extender feature, or DMeX, offers a digital connection for adding such new but not yet available features as Sony's Bravia Internet Video Link, which is scheduled to offer, among other things, accessing of HDTV programming from the Internet. Once a DMeX accessory is installed it integrates seamlessly into the set's menus.
The XBR4's onboard audio system sounds better than I recall in last year's XBR2. Considering the physical limitations imposed by a thin, flat panel enclosure, it was surprisingly listenable for non-critical use.
Major Tom to Video Control
While the XBR4's controls are located on the side (as with many flat panel sets) you'll rarely use them. The remote can do the job better, and in addition to the set itself can control three other components. It's well laid out, has a positive feel, and most of its important functions are adjacent to a central joystick. Its buttons are also backlit, though the functions of many of them are not labeled on the buttons themselves, so the backlighting isn't always helpful.
The first thing you'll notice about the XBR4's setup and control operations is Sony's new XMB (Xross Media Bar) on-screen menus, similar what's used in the PlayStation3. I've encountered this system once before, but didn't fully appreciate it until now. It's a real improvement from past Sony sets, which often had me prematurely exiting the menu system.
Apart from the usual video adjustments (Brightness, Color, Contrastor Picture, in Sonyeseetc.), the XBR4 offers a blizzard of additional bells and whistles, some useful in moderation, others best left off or in their default modes. If you want to learn more about them, either now or later, go to "Controls and Settings," near the end of this report, just prior to the Measurements section.
Puttin' on the Hz
One of the weaknesses of LCDs has been motion blur; the LCD elements simply do not respond to fast changes in the image as quickly as do other display technologies.
Operating at 120Hz as the XBR4 does rather than the more usual 60Hz can improve an LCD's motion performance. In the XBR4 the upconversion is controlled by the setting of the Motion Enhancer control, and Motionflow is Sony's moniker for the technology activated by the Motion Enhancer.
Converting a 1080p/60 or 1080p/24 source to 1080p/120 requires simulating the additional frames in some way, since they are not in the source. There are three ways to do this: interpolation of new frames, repeating the original frame multiple times, or making every other repeated frame a black frame. Motionflow creates these addition frames by the first methodtemporal interpolation.
Motionflow adds either one interpolated frame for1080p/60 sources or four interpolated frames for 1080p/24 sources to each source frame to reach the 120Hz refresh rate required by the set's 120Hz operation. If you turn the Motion Enhancer off, each source frame is simply repeated as many times as needed to get to 120Hz, with no interpolation.
If the source contains 3/2 pulldown, such as 1080p/60 video from a film-based source, the 3/2 pulldown is not removed. Motionflow converts the 1080p/60 source directly to 1080p/120 by adding one interpolated frame to each source frame. If you turn the Motion Enhancer off, each source frame of a 1080p/60 signal is merely repeated once to reach a 120Hz refresh rate, but there is no frame interpolation.
I was a skeptic at first about all this 120Hz hullabaloo. But as implemented in Sony's Motion Enhancer, it really works.
While it didn't make a difference on all programming, when it did the effect could be dramatic. Chapter s 1 and 7 of Star Trek: Insurrection (a 480i, standard definition, DVD) are notorious torture tests with camera pans and difficult vertical edges prone to flicker. Without the Motion Enhancer flicker visibly mars these scenes, but the Motion Enhancer cleaned up both with aplomb.
Even with the opening title sequence of Invincible at 1080p/24 on Blu-ray the effect of the Motion Enhancer was also noticeable. In the pan over the stadium, the yardage lines run horizontally across the screen, and as the camera moves up past them they flicker badly as well. The Motion Enhancer eliminated these artifacts, demonstrating that it works on both horizontal and vertical motion, and that it can even eliminate some artifacts with 1080p/24 material.
The XBR4 exhibited no significant change in color, brightness, or contrast at angles up to about 45-degrees off center. There were subtle changes beyond that point, but the image remained highly watchable as far off axis as anyone is likely to sit and still be able to comfortably view the picture.
I did see some occasional posterization- that paint-by-numbers effect that turns smoothly graded shadows into stair steps- but mostly in cable sources where it was not possible to specifically blame the Sony. And I saw no obvious color shifts on black and white filmthe source most revealing tests of color uniformity impurities.
But the Sony's deinterlacing and scaling performance, with a 480i input, was disappointing. It performed poorly on many of the difficult video processing torture tests on the HQV Benchmark DVD (with the set's CineMotion set to either Auto1 or Auto2). But it did pass the Coliseum flyover test in chapter 12 of Gladiator. Overall, however, the video processing in Sony's own VPL-AW15 LCD projector, reviewed here recently, performed far better. So do many upconverting DVD players.
Sony's processing performed much better, however, when converting 1080i sources to the set's 1080p resolution. It still did not recognize and deal with 3/2 pulldown, but it did perform the deinterlacing properly and only rarely showed video processing artifacts with a 1080i or 720p source.
This is an important point, as I did most of my watching of the XBR4 as you are likely to: either with native 720p, 1080i, or 1080p sources or with standard definition sources upconverted to those resolutions by a cable box or DVD, HD DVD, or Blu-ray player. I never had a serious need to input 480i or 480p.
Back on the upside, the Sony's black level and shadow detail were impressivethe best I've yet seen from an LCD. The occasional gray haze I noted on dark scenes in last year's XBR2s was rare, and then only on the darkest, lowest contrast scenes. Of the commercially available flat panel sets I've seenLCD or plasmaonly the new Pioneer plasmas, and to a lesser extent the latest Panasonic plasmas, excel this set.
I could live happily with the XBR4 over the long haul. It won me over in its balance of strengths: fine resolution with a canny juggling of smoothness and natural detail, outstanding color, a great assortment of useful (and yes, some not so useful) controls, and blacks that approach the best I've seen in a flat panel display.
The best looking BDs and HD DVDs were totally convincing, even in high contrast scenes with a mixture of light and dark. The Sony did a fine job with all of this, showing a wealth of shadow detail that's rare on flat panel displays. On exceptionally detailed discs like The Wild on Blu-ray, the detail brought out by the Sonyparticularly in the animal furis amazing. The colors are also vivid and bright, but never over-the-top.
I didn't sit that close normally, of course, nor could I sit that close with standard definition material. Good DVDs looked fine on the Sony, however, at a more practical viewing distance. You could easily see the soft edges on Gladiator, from any distance, but from eight feet or so it produced a solidly enjoyable image. In fact, even the recent, standard definition documentary series The Universe, upconverted to 1080i by my cable box, was highly watchable.
I was also able to compare the Sony side-by-side with the Samsung LN-T5265F, recently reviewed. The Samsung's larger 52" screen was a little more immersive, and its resolution was, subjectively, just as impressive as the Sony's. But the XBR4's deeper, richer blacks gave its picture greater depth and punch.
You won't necessarily get the same results I did from the Sony by just plugging it in and turning it on. That's always been true of consumer video displays. But in this case it's definitely well worth the effort to get it right. I was impressed by last year's XBR2. I'm even more impressed by the XBR4. The only things I'd like to see are even deeper blacks and a bigger screen. Yes, the blacks here are very good, but I'll continue to want more until we have the blacks that once were available in the very best CRTs!
As for more screen area, if you need it there's always the 52" KDL-52XBR4. We haven't tested that one, but 46" isn't exactly tiny. And if you're moving up from a CRT set the KDL-46XBR4 will look positively huge. It will also look great. Highly recommended.
This new Sony has outstanding resolution, and solves a lot of issues of LCDs past. Motion blur isn't an issue and the XBR4 has the best blacks I've yet seen on an LCD. On top of that, although performance with 480i/p sources is mediocre, processing with other sources is superlative. This is an excellent flat panel TV.


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Hello, i have written a basic app based on the tutorials from learningwebgl.com. It draws a plane, then applies an image to it. Then you use the mouse to pan and zoom. Basically an image viewer similar to that used in picasa.
My problem happens during the mouse move functions and getting screen pixels into scene space. When moving the mouse it pans ok, but its off a little bit, not 1:1, and i assume its due to the perspective?
i set my projection matrix by using the makePerspective function in glUtils from learningwebgl.com:
perspective(45.0, width / height, 0.1, 100.0);
and my model view matrix with:
the function for handling the mouse move is:
var angle = 90 / 2;
var x = (5 * (90 - angle)) / angle;
var dx = ((e.client.x - last.x) * (x /width));
eye.x += -dx;
center.x += -dx;
last.x = e.client.x;
is my math even close to correct here?
Thanks, this is exciting stuff!

subset: commoncrawl


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The One Ring Messageboard
I find audiobooks rather relaxing.
Perhaps too relaxing, especially if well read in a pleasant voice. It would make me drowsy. I know people who really enjoy listening to audio books in the car, but I absorb much better through tactile or visual disciplines, audio being my poorest form of taking in anything.heliona wrote:
It might be worth a try - I find audiobooks rather relaxing.
redrobot wrote:and i find the company of other people - actor's voices included - start to give me hellish visions after a little while.
redrobot wrote:the subjugate thing was a personal statement as i consider all regal systems to be subjugation.
.. some hobbit or other wrote:Our King, we call him; and when he comes north to his house in Annuminas restored and stays for a while by Lake Evendim, then everyone in the Shire is glad. But he does not enter this land and binds himself by the law that he has made, that none of the Big People shall pass its borders.
Kingship doesn't generally or necessarily imply "subjugation",
1. To bring under control, especially by military force; conquer.
2. To make subordinate or subject to the dominion of something else:
you are being a bit misleading
kings rule over people, by definition
redrobot wrote:. a hungry peasant will always be subjugated by his well fed, jewel encrusted king.
Especially if the peasant's only eating vegetables, while the king has ample, nutritious, sources of animal protein.
Vegan Protein Powder
The best Vegan Protein Powders in the UK. Our ultra-premium quality vegan proteins come in a vast range of sizes at the very best prices in the UK. We manufacture everything 100% in house in our own state of the art manufacturing facility, guaranteeing exceptional quality and cutting out the middle man to ensure incredible prices. Over the last 12 months we have been featured multiple times as one of the UK's fastest growing sports nutrition companies, with a range of over 800 ultra-premium quality products manufactured right here in Manchester using only the highest quality ingredients.
i am pointing out that the majority is wrong.
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7 Little Words Pincushions answers
Complete 7 Little Words Answers, Solution for all packs and daily puzzles. 7 Little Words is one of the most popular games for iPhone, iPad and Android devices. In the game, you will discover that each bite size puzzle comes with 7 mystery words, 7 clues, and 20 letter groups. In the form below select your puzzle and we will show you the answer. Have fun!


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The closer NASA's rover Curiosity gets to its final destination – Mars' Gale Crater – the more intriguing that spot looks to planetary scientists awaiting the rover's touchdown predawn Monday, EDT.
If all goes well, the one-ton, Mini Cooper-sized Curiosity is slated to spend the next 23 months looking for evidence that the desiccated planet might have been a hospitable place for at least simple forms of life.
The answer is locked up in the wedding-cake layers of rocks and minerals in Gale Crater, and especially on the crater's three-mile-high Mt. Sharp in its center.
Mt. Sharp is far higher than any nub of a "recoil" peak that would have formed when a 10-mile-wide space rock slammed into the surface earlier in the planet's history. It appears to have been built up from layer after layer of sediment and rock.
This apparently undisturbed layering provides researchers with a unique opportunity to make the first detailed, on-the-ground measurements that systematically trace another planet's geological and climatic evolution on extraordinary time scales.
The $2.5-billion project, formally known as the Mars Science Laboratory mission, represents "a whole new dimension of space exploration. This is the dimension of deep time," says John Grotzinger, a researcher at the California Institute of Technology in Pasadena and the mission's project scientist.
On this mission, the time periods Curiosity will probe aren't measured in hours, days, years, or even decades, but in "hundreds of millions, even to billions of years," he said during a briefing Thursday. Given the estimated age of Gale Crater, which researchers put at between 3 billion to 4 billion years old, the enormous spans of time Curiosity can cover are themselves billions of years old.
It has to do with water, a key ingredient for organic life. The crater's location on Mars and observations from orbiting satellites strongly suggest that the crater may have hosted a shallow lake at one time.
Gale Crater sports a large, sloping fan of sediment – known as an alluvial fan— that extends from the crater rim and spreads out across the crater floor. Such fans are common features on Earth, appearing at the bases of mountains where water flowing down the slopes has picked up soil and rock and carried them out onto flatter terrain.
Observations from orbiters also have found expanses of exposed rock that extend from the edge of the fan toward Mt. Sharp and remain warm well after nightfall. Lots of rock types exhibit an ability to retain heat, but one intriguing possibility is that water carried loose soil and rock onto the crater floor, where the material dried out and formed a kind of natural cement.
Once Curiosity is safely on the surface, "we can start to look for minerals that bound the particles together that tell us about the previous history of water there," Mr. Grotzinger says.
If water was there, that begins to build the case for at least one potentially habitable environment early in the planet's history, he says
Even though the ultimate destination is Mt. Sharp – a journey that will take many weeks after the initial touchdown – Curiosity's broad initial landing zone appears to present "an extraordinary opportunity for what might be a really great science discovery early on" in the mission, according to Grotzinger.
Over the past month, researchers have been building detailed maps of the crater floor in small sections, or quads. The goal is to pore over images of the floor at very fine scales to see what other interesting features the floor in the rover's landing zone might hold.
The mapping is still under way, but Grotzinger displayed one small patch of the crater floor – one on which Curiosity might well land: "No matter where we land, what we now know from studying the details of these quads is that we're going to have something exciting to do," he says.
For instance, the map segment shows a small crater some 820 feet across, comparable to craters NASA's rover Opportunity has explored elsewhere. The crater walls sport more layering, opening a window onto the rock formations below the current floor. In addition, a low scarp perhaps three feet high also appears on this patch, comparable to scarps Opportunity's twin, Spirit, has examined.
"What you've got here is really kind of a geologist's paradise!" Grotzinger says.


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Difference between revisions of "GSoC-WesnothWhiteboard Gabba"
m (→Before mid-term eval)
m (→Removing Undo)
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*#Visually planning your attacks and surrounding the enemy, without having to undo a lot of moves to make a small adjustment.
*#Visually planning your attacks and surrounding the enemy, without having to undo a lot of moves to make a small adjustment.
*#No danger of losing your planning for reasons such as attacking, ambush, a WML event, or forgetting to set Delay shroud updates.
*#No danger of losing your planning for reasons such as attacking, ambush, a WML event, or forgetting to set Delay shroud updates.
*The only situation in which the current undo system is more user-friendly than planning is when you do a bunch of undoable moves in a shroud-less game, and you're happy about them and would like to do your attack. The old system just lets you attack, the new one requires you to commit them first. To alleviate this and not force you to commit a bunch of trivial moves one by one, an "Execute All" command that executes all commands without animating them would be ideal. It would stop if one of the moves triggers something that prevents other moves to execute, but for most ordinary it would execute all orders instantly.
*The only situation in which the current undo system is more user-friendly than planning is when you do a bunch of undoable moves in a shroud-less game, and you're happy about them and would like to do your attack. The old system just lets you attack, the new one requires you to commit them first. To alleviate this and not force you to commit a bunch of trivial moves one by one, an "Execute All" command that executes all commands without animating them would be ideal. It would stop if one of the moves triggers something that prevents other moves to execute, but for most ordinary it would execute all orders instantly.
===Removing Delay Shroud Updates===
===Removing Delay Shroud Updates===
Revision as of 09:07, 6 April 2010
|This page is related to Summer of Code 2010
|See the list of Summer of Code 2010 Ideas
|This is a Summer of Code 2010 student page
- 1 Description
- 3 About Me
- 4 History
- 5 Credits
- 6 The Problem
- 7 The Project
- 7.1 Overview
- 7.2 Interface
- 7.2.1 A little use case
- 7.2.2 Features
- 126.96.36.199 Planning various actions
- 18.104.22.168 Validation and Conflicts
- 220.127.116.11 Order of actions and Committing
- 126.96.36.199 Canceling planned actions
- 220.127.116.11 ZOC display
- 220.127.116.11 Planning actions when it's not your turn
- 7.2.3 Options
- 7.2.4 Summary of commands
- 7.2.5 Mockups for various interface elements
- 7.3 Engine
- 7.4 Clean up
- 7.5 Gameplay considerations
- 7.6 Optional/Future developments
- 8 Calendar
Gabba - Wesnoth Whiteboard
My original goal for this project was to reduce waiting tedium in coop multiplayer games, by allowing you to see your ally's moves exactly as if you were staring at the same screen while he plays his turn.
This has evolved in a wider Whiteboard project, which will allow you and your allies to visually plan moves on the map together. It will replace the current undo system, which has some kludgy problems and conflicts.
Updated 04/06/2010
About Me
See User:Gabba
To put things in context, this idea was already discussed in embryonic form
- here: http://www.wesnoth.org/forum/viewtopic.php?f=15&t=26324
- and then here: http://www.wesnoth.org/forum/viewtopic.php?f=12&t=29102&start=0
- and again here: https://mail.gna.org/public/wesnoth-dev/2010-03/msg00001.html
- and finally here: GSoC-ShareUndoableMovesWithAllies_Gabba
before it ended up as this formal GSoC proposal.
- Boucman for introducing the idea of setting gotos when it's not your turn, and his thorough review of the proposal.
- Crab_ for the overall concept and the backend mechanisms, as well as many details I would not have thought of.
- Mordante for his review and comments.
- Noy for analysing in depth the gameplay implications.
The Problem
Waiting tedium and difficult allied planning
Currently when playing a coop game (either RPG or more standard multiplayer campaign), there are several things that really irk me when it's not my turn:
- You wait a long time before seeing anything happening (unless your opponents are playing without delay shroud updates).
- When your ally who's taking his turn finally attacks an enemy or makes another non-undoable move, you have to sit through a delayed replay of his moves. If he already finished his turn, your ally has to wait while you watch this.
- After a few undoable moves by either allied player, communication is completely out of sync. If you tell your ally, "look, I'm encircling his leader", he has no clue what you're talking about: he doesn't see what you're doing. If your ally asks you "should I move my white mage here to heal you units next turn", you 1) have no clue about which hex "here" is supposed to mean 2) even if you did, you can't adequately counsel him, since you don't see how he positioned his other units.
For this last point, you can of course place labels all over the place, but this project intends to provide a much more natural way to communicate.
Conflicts between undo and various events
Undo and delay shroud updates are very useful, but several game features conflict with them. You could have 10 temporary moves planned, just to see what your ZOC would look like, but the first of any of these events will makes you lose any undo possibility:
- Triggering an ambush
- Triggering an WML event ("sighted" in particular poses problems)
- Attacking a unit
One of the goals of this project is to remove conflicts between planning moves, and this kind of event.
Annoying gotos
Gotos (i.e. multi-turn moves) can be useful, but are also annoying since they are executed automatically at the beginning of your turn, and there's no visual display to show you at a glance which units have gotos set. You have no way to modify them outside of your turn either, to react to an unexpected turn of events.
The Project
My project directly addresses the problems described above:
Waiting tedium and difficult allied planning (solution)
- Instead of waiting, you'll be able to plan moves (and recruits, attacks, etc) while the others are playing.
- If you have allies, a whole new dimension opens:
- You'll see the moves of your currently playing ally as he plans them, and therefore will be able to comment on them before he commits them
- Even better, he'll be able to see any moves you have planned for your turn, so you can finally coordinate that white mage placement or that attack correctly.
Conflicts between undo and various events (solution)
You'll be able to plan as many moves as you want, but unlike the current "undoable moves", they won't become "real" until you decide to:
- Simply planning a moves triggers nothing. Shroud updates, WML events, ambushes and the like won't have the possibility of happening until you decide to commit a move.
- When you commit a move and it does trigger an ambush, shroud update or WML event, your other planned moves will stay modifiable. The game will simply show you which of your remaining planned moves have become invalid because of the changing situation, so you can modify or replace them at your leisure.
- Unlike undoable moves which must be undone in order, planned moves can be undone in any order, and commited individually in any order.
Annoying gotos (solution)
(Controversial) No more self-executing gotos. You'll be able to plan multi-turn moves, they'll always be visible on the map (and to your allies), and the part that corresponds to the current turn will execute only when you decide to.
A little use case
Let's say it's the beginning of your turn, and you have planning mode turned on. You select one of your elven archers, move your mouse around, and click a destination to move it to. Instead of your unit moving immediately, you'll see an arrow-terminated line showing the path your unit will take to get there, and a "ghost" (i.e. semi-transparent) form of the archer at the destination position. You repeat this with an elven fighter and a scout, and all three paths now show on the map.
Now, since you're playing as a team of two, you're not sure that the moves you picked will really benefit the team. You chat with your ally, and ask him "should I send my scout this way?". Fortunately, he sees on his screen the same arrows as you, and therefore the move you plan for the scout. "Sure", he answers. With renewed confidence, you hover the mouse over your elven scout and press 'E' to execute the move. The unit now really moves, and the arrow disappears.
Before committing the two other moves, you want some assurance that you'll have backup, since the orcs are charging at you across the plain. You ask your ally: "Can you move your white mage behind my archer and fighter?", and he agrees to do it. Even though it's not his turn, he selects his white mage and picks a destination for him, right next to your two units. You both see on your screens the path and the destination of the mage (on your screen his arrow shows in his team color); you now feel safer and decide to commit all moves. You select "Execute All" from the context menu, and the game starts executing your remaining planned actions in the order you defined them.
The archer starts its move, but unfortunately it gets ambushed mid-way by a sneaky orcish assassin (you are playing the "Ambushing Assassin Era" :P). Since a special event happened, the game stops executing your moves. You decide to change the planned move of the fighter and attack the orcish assassin; since it's your last unit and you don't really need to plan the move before executing it, you shift-click to attack the orc, and the attack happens immediately. When his turn comes (or even before), your ally will probably also change the destination of his white mage.
Without depicting the scene frame by frame, the mockup below shows a tentative look for the interface elements necessary to realize this use case:
(Yes, I know that orcish assassins usually don't have ambush, but this one took courses from a renegade Elvish Ranger. Understood?)
- Red arrows are planned moves for the current player, the blue arrow is a move planned by his ally.
- Also notice the numbering, that corresponds to the order of programmed moves. The white mage should actually bear the number 1, if moving it is the first planned move that his owner set up. (See Variants and experiments on the numbering system: various ways of displaying those numbers are being considered.)
These are the features planned for the Wesnoth Whiteboard interface.
Disclaimer: all artistic details in this proposal, such as the display of arrows, numbers and the like, are subject to change.
Planning various actions
The player will be able to plan visually on the map all his actions (moves, attacks, recruits/recalls) before "making them real", i.e. commiting them. He will also see on his map all planned actions from his allies who have shared them. Filtering those actions per-ally will be possible, to minimize map clutter. The display for those actions will be identical to his own, except they'll be clearly identified by the originating player's team color.
Moves and attacks
When the player selects a unit with movement points remaining, he'll see the usual thing as he moves his mouse, i.e. footsteps and the attack indicator to show attack possibilities. When he clicks to order an attack or a move, it won't be executed right away, but rather an arrow will be draw from the units current to its future position, and a "ghost" form of the unit will be drawn at the destination. If the action is an attack, the action indicator will remain to show the future attack. With several attacks planned, the display would look like this:
If a move will take several turns to execute, this will be displayed on the arrow in a similar manner than the current footsteps.
This image also shows a solution to display multiple moves/attacks planned for the same hex. Here: the two scouts that want to attack the orcish grunt from the same spot. We can't prevent the player from doing that, since he might have perfectly valid reasons to do so, such as repeatedly attacking a paladin with a horde of walking corpses from the only available hex.
A "ghost" of the soon-to-be-recruited/recalled unit will appear in the hex; various visual clues are being considered to indicate the planned move status and avoid confusion with an ambushing unit.
- Do we visually decrement the player's gold (without touching the backend value) when a planned recruit is added? It looks like a good idea, so he can count up how many units he can afford before confirming the recruits/recalls.
Validation and Conflicts
The game will check all actions for validity whenever they are planned. They will also be re-checked for this after any modification to the planned moves, or after committing a move (which might trigger an ambush or a game-altering WML event). Two kind of conflicts can be detected by this validity check:
- Action Conflict ("soft conflict"): Conflict between two planned actions: any planned action which targets the same location as another. All actions displayed on screen will be checked for this, including those coming from other players. The game will let you plan voluntarily this kind of conflicting action, but will add a visual warning.
- example: the two Elvish Scouts planning to attack the Grunt from the same hex, in the image from the "little use case" section above, should both receive a conflict marker.
- Gamestate conflict ("hard conflict"): Conflict between a planned action and the game state: this would be a planned action that tries to do an impossible move, such as moving into a cave wall. You won't be able to define those voluntarily, but some actions might end up in that state because of a WML event. These conflicts will have a stronger visual warning.
With both kinds of conflicts, the player will keep the ability to delete the planned action or define another in its place.
Order of actions and Committing
Ordering of actions
Planned actions will receive a sequence number as they are added. First action get number 1, second action gets number 2, and so on. You can see some mockups of various ways of displaying those numbers in the mockups section. Each player's units will be numbered separately.
The sequence number is important for when the player would like to commit his planned actions without having to hover over individual units.
Commiting moves
Whenever the player is satisfied with one of his planned action, and this action does not have a gamestate conflict, he can individually commit it by either accessing the unit's context menu and selecting "commit", or simply hovering his mouse over it/selecting it and pressing 'e' (for "Execute", which will probably be how the user knows the command, rather than "Commit" that sounds good for svn/git users).
If no unit is selected or hovered over, then the first action in the planned move queue (the one numbered '1' on screen) will be commited.
A "fast-commit", "fast-forward" or Execute All command will be added, so that a bunch of trivial actions can be commited quickly. This command has only one goal: transform your planned moves into real moves nearly instantly. Therefore, with this command:
- The moves and recruits won't be animated, only combat will be.
- If there is shroud and you have the "stop when enemy sighted" option activated, any enemy sightings will be ignored nevertheless: this behavior is similar to what happens when you disable "delay shroud updates" after having done a bunch of undoable moves.
Committing a move means the "real" action is executed as usual in Wesnoth, and remaining planned actions get validated. Note that you do not lose your other planned actions.
- The planned action is usually deleted at this point, except if it was a multi-turn move/move-attack; in this case only the part of the path that was executed on this turn gets removed.
The player will be able to change the ordering of his planned actions.
- The simplest way will be to cancel the action and to issue a new one, in which case the new order will be added at the end of the queue.
- I will also provide two commands, "bump up" and "bump down", that move the selected or hovered unit one step up or down in the action queue. Those will need shortcut keys (tentatively 'z' and 'x'), as well as menu elements.
Canceling planned actions
Canceling planned actions will be per-unit (unlike the old undo stack that forces you to undo things in order). By selecting "cancel" from the context menu of a unit or hitting 'C' while it's selected, you'll clear the planned action from that unit.
- move/attack: the ghost form, arrow and attack indicator just disappear
- recruit: the "planned recruit" ghost unit will disappear.
(Controversial) However, once a move is commited, there will be no way of undoing it.
You will also be able to cancel the planned action that was last defined if you issue the "cancel" command, without any unit selected. (This will somewhat mimic the current undo behavior, for players who prefer working that way.)
ZOC display
"Show enemy moves" will now be calculated taking into account planned unit positions, instead of real unit positions. However you'll be able to hold the tab key to see the "old" display, which takes into account only commited actions.
Planning actions when it's not your turn
The whiteboard system will be available to plan moves, recruits and attacks when it's not your turn. If you have allies, they will see your plans if you have shared them. Design choices will need to be made in the following areas:
- Do we enable planning mode by default when it's not your turn, and then non-planning mode when your turn starts? If so, a proeminent visual reminder of which mode we're in will be needed to avoid confusing players.
- How do we deal with the "track moves" option? It should at least be impossible to set or modify a planned move when the camera has been stolen by the "track moves" feature, otherwise you'll end up very frustrated.
- A solution to both points above could be to always disable planning mode by default (but unfortunately it might prevent people from even knowing the system exists), and disable move tracking whenever planning mode is on, even temporarily such as when you're holding shift to define planned actions.
- If move tracking is disabled, adding some visual warning that something is going on outside of your sight while you're planning moves would be useful.
- I will provide a dialog or menu to control who you share your planned moves to, and whose planned moves you display on your map. If the new alliance system GSoC project is implemented, these options can be integrated to the fine-grained ally controls.
- A "Toggle Planning Mode" option will be provided to invert the behavior of shift-clicking; in planning mode shift-clicking does the real action directly; in normal mode shift-clicking will rather do the planning.
Summary of commands
(Subject to change)
|Shortcut key
|Fast Commit/Execute All
|Direct action (planning mode) / Planned action (normal mode)
|Toggle planning mode (invert shift-click behavior)
|Caps Lock
|Bump action up and down in queue
|Toggle ZOC display
Mockups for various interface elements
Highlight planned path on select or mouseover
A lot of planned paths overlaying each other would quickly get confusing, if you don't have a mean of telling which belongs to which unit. Paths will be highlighted whenever you hover over them or their unit; if a unit is selected its path will always be highlighted.
Variants and experiments on the numbering system
The "status-ball" display (cute but would pose problems for double and triple digits, and may conflict with the crown symbol):
The "overlay" display:
The double/triple digits "overlay" display of number seems to work ok (three-digit might need to be placed in upper-half of hex to avoid completely hiding middle digit),
especially with brief flashing of the number on top of a unit when this unit is hovered over or selected.
Alternative "side" display: simply show the number next to units. Less disruptive visually maybe?
Current state of the game engine
The game state is currently synced between clients through the use of replays. As actions (recruits, moves, attacks, etc.) are executed on the current client (i.e., the client of the player who's playing his turn now), the local replay gets augmented with corresponding commands. Those commands are are stored as WML config objects, and have an undo attribute that indicates if they can still be undone, and a sent attribute that indicates if they have been synced over the network.
Periodically, the current client calls turn_info::send_data(). Through a chain of calls, this function locates non-undoable, non-sent commands (with replay::get_data_range()), and transmits them over the network (network::send_data()) after having placed them in a config object under a [turn] tag.
On the receiving end (i.e. all other clients), replay info is detected in turn_info::process_network_data(), and is eventually processed in do_replay_handle(), which actually replays the actions on the remote clients.
Changes to the game engine
For this project, I want to completely get rid of the concept of an "undoable action".
Instead, a vector of a new kind of object called planned_action will be maintained on each client. Vectors will all get exchanged between allied clients, so that each ally will end up with a vector of planned_actions per ally in play. A planned_action will either be a WML config, or have methods to serialize/deserialize easily to it, to allow sending over the network.
- Here I'm using the term vector, but I'll try to stay data-structure-agnostic as much as possible by hiding it under my own interface, so I can for example easily change it to a linked list or a dequeue if it seems desirable.
Current client to allies
On the current client, the player will have an appropriate interface to plan actions, and will be able to commit them as real actions, either one by one in the order of his choice, or all at once, in the order in which they exist in the planned_action vector. A commit means that the planned_action is deleted, and the corresponding real action performed, and then added to the replay as in the current system.
After each commit, whether it's a single one or part of a sequence, it's very possible that other planned moves will not be realizable. Anything could have happened, from the position of a move now being blocked because the last unit that tried to move got ambushed, to a WML event that could change anything it wants. Therefore, each commit is followed by a validity evaluation of all remaining planned_moves (in this vector and others). Detected conflicts will stop the execution of a commit sequence, and they will be displayed to the player in the interface.
The mechanism of calling send_data() periodically will not change, except that the current client will send together (in the same network::send_data()) any updates to the replay, and any updates to the planned_action vector. Here an important distinction will be made between allies and enemies:
- enemies get sent only updates to the replay
- allies get sent both updates to the replay and planned_moves
On the receiving end of these updates, clients will use turn_info::process_network_data() to process the incoming info as usual. Updates to the gamestate i.e. replay commands will be applied first, followed by updates (if any) to the vector of planned_actions that corresponds to the sender. Then clients will check all planned_moves in all vectors for conflicts with the updated game state.
The simplest approach for updating remotely the vector of planned_moves would be to re-send it completely whenever there's any change to it. However this wastes network bandwith and processing time, and since planned_moves are designed to be displayed on-screen, it might affect their display speed. The preferred approach will therefore be to implement a simple merge algorithm -- the merge will be very simple and without possibility of conflicts, since each vector will only have one update source. Only changes will be transmitted, such as additions and deletions at specific positions in the vector, as well as planned_actions switching places, and all operations that will become necessary.
Allies to current client
Even if it's not their turn, players will still have access to the interface to plan actions. In addition of being available at the beginning of the next turn, the planned_action vector hence created will periodically get transmitted (network::send_data()) to all allies, including the ally who's currently having his turn.
The processing of those planned_actions will happen in the same way that those originating from the current client: they get merged in the vector of planned_actions corresponding to the sender, checked for validity and displayed accordingly.
Sequence diagram showing the exchange of data
ZOC calculations for planned moves
The "show enemy moves" feature will now be calculated from planned unit positions by default, instead of current unit positions. For this I'll need to build my own unit map and calculate ZOCs from there. When several moves are planned for the same spot, only the last one to be programmed will be taken into account; this will have an influence when ZOC-less and normal units are heading for the same hex.
- Alternatively, we can take into account only the unit with the most powerful ZOC headed for this hex, it might be more intuitive for the player.
Clean up
This is a tentative list of issues resolved, options removed (more KISS) and of areas of the code that will get cleaned up or completely removed as a result of this project.
- "Delay shroud updates" won't be necessary anymore; this will get rid of the "delay shroud update on start" preference, and of the in-game "delay shroud updates" menu element.
- The undo stack and related code will be removed.
- The "sighted" WML event will work properly, now that the conflict with delay shroud updates will be gone.
Gameplay considerations
Recent IRC discussions brought up several possible effects on gameplay that need to be discussed, and I thought of several more:
Removing Gotos
It was argued that removing the current goto system and replacing it with planned actions would be annoying, if players have to confirm the remaining part of planned moves manually on every turn start.
- If you have several planned moves available at the beginning of your turn and they're all trivial moves (i.e. equivalent to gotos), you can just have a quick glance to see if those moves still make sense and then hit "Execute All". The extra keystroke is I think acceptable.
- The only problem I can see with this is if you define some planned moves as reminders of what you'd like to do, and others as gotos. Or, if you have a mix of actions of which some are goto equivalents, and the others really need to be executed one by one. Then executing them all would be annoying.
- A good compromise (suggested by Upthorn if I remember well) would be to execute any remaining planned moves when you end your turn. Is gotos executing at the beginning of the turn an essential feature of Wesnoth? Many strategy games actually execute gotos as you end it, to give you a chance to modify the goto before it's executed.
- Once again with this, keeping some planned moves as reminders from turn to turn to eventually modify them later would not be feasible. However you could plan "draft" moves while it's not your turn, so this option sounds rather reasonable.
- If the above doesn't seem convicing, gotos as they are now can coexist with the whiteboard. I haven't found any technical issue preventing it. I see it as anti-KISS, but that's a concession I'm ready to make.
Removing Undo
Do we remove the current undo system, or build this new system on top of it?
- Keeping both violates the KISS principle by having two systems side by side that provide rather similar functionality.
- The UI for undo is not user-friendly, since there's no visual cue telling you that you just lost your undo stack, and the reasons why you may lose it only become apparent from experience (for instance recruiting a unit with random traits makes you lose undo, but recruiting undead or recalling units doesn't, as far as I remember).
- The planning system seems better in that aspect, since you get to decide when moves become permanent; the player is more in control and we have a better learning curve.
- The main purpose of undo as I understand it is to allow you to test visually several attack patterns, verifying your ZOC along the way. The planning system provides exactly that, plus:
- The extra benefit of visually planning/canceling recruits: you can visually fill up your castle with future recruits, see how it affects your budget, then change one or two recruits to fine-tune your plan and finally "execute all" to get your recruits.
- Visually planning your attacks and surrounding the enemy, without having to undo a lot of moves to make a small adjustment.
- No danger of losing your planning for reasons such as attacking, ambush, a WML event, or forgetting to set Delay shroud updates.
- The only situation in which the current undo system is more user-friendly than planning is when you do a bunch of undoable moves in a shroud-less game, and you're happy about them and would like to do your attack. The old system just lets you attack, the new one requires you to commit them first. To alleviate this and not force you to commit a bunch of trivial moves one by one, an "Execute All" command that executes all commands without animating them would be ideal. It would stop if one of the moves triggers something that prevents other moves to execute, but for most ordinary moves it would execute all orders instantly.
Removing Delay Shroud Updates
If we keep undo, do we need to keep Delay Shroud Updates as well, or is the planning system considered a better or at least equal alternative?
- Delay shroud updates is in great part responsible for breaking WML "sighted" events, and is the feature Crab_ and I are the most keen to replace.
- It is also the system for which the whiteboard is the most direct plug-and-play replacement, as can be read in Removing Undo and Workflow of long-time players.
Default action vs Shift-click action
What should be the default action: setting a planned move, or directly moving the unit (the other being available on shift-click)? And how should the option to toggle the default to the opposite be introduced: preferences option, or menu+hotkey in-game?
- toggle: the best approach seems to be the menu+hotkey (Caps Lock would make a nice hotkey since it's related to shift in the minds of players; not sure if using that key presents technical issues)
- if undos get removed, having permanent moves as the default might be offputting for players used to undoable moves.
Workflow of long-time players
According to noy, the workflow (so to speak) of good players involves making some moves, then an attack, then some more moves depending of the result of that attack. How does this workflow translate into the new system? The following questions/assumptions need answers:
- Do good players use Delay shroud updates? If not, they're not taking advantage of undo capabilities anyways (or very little), and can probably turn off planning mode for the whole game, and happily keep playing as usual.
- When they actually want to visualize several unit placements or recruitments in a zone where they've pushed out the shroud far enough and therefore would currently benefit from undo capabilities, it seems that using shift-click to plan and then instant executing the actions with "Execute all" would not be an additional chore; it would rather be more flexible.
- If they are using delay shroud updates, it seems the planning system would work just as well as the status quo, except with a bit more visual clutter due to arrows:
- Move units around with undo capability = Plan moves
- additional bonus: they get to reorder moves and cancel them without having to backtrack
- Toggle delay shroud updates if you want to take a look at the situation before proceeding = "execute all" or "execute moves one by one"
- additional bonus: if a (rare) special event triggers because of one of the moves, the game won't execute the remaining ones, and you'll be able to ajust your plan in consequence
- Move units around with undo capability = Plan moves
- Do good players use the "Interrupt moves when an ally is sighted" option? This option does absolutely nothing if you leave "delay shroud updates" activated the whole game; however we have to think how to integrate this option in the whole planning framework, since if you're using "execute all" to quickly commit a series of moves without care for enemy sightings, being interrupted constantly by those would be the pinnacle of annoyance.
"Execute All" vs "enable scroll tracking of unit actions"
There's a potential interface conflict between planning actions while it's not your turn, and the "enable scroll tracking of unit actions" preference.
- The most obvious answer to this is to disable scroll tracking when planning mode is activated, otherwise the screen will scroll under your mouse just as you try to set a move.
- As a side note, scroll tracking also makes the view follow your own units that are executing automated gotos.
- But do we need a visual notification for when you're happily planning moves and something is happening outside of your screen? For combat at least, the combat sounds are probably sufficient notifications.
Optional/Future developments
- Allow allies of player A to suggest moves to him while he's playing his turn. Overall idea is: player B moves one of A's units that he sees on screen, creating a planned moves. A then either immediately sees the suggested move (could be a pale line of the suggesting player's color, or something of the sort), or gets a prompt "suggested moves from player B are available", and he can then see a list of suggested moves, see what would their result on-screen be, and choose for each one to apply it (add them to his set of planned actions) or delete it.
- Allow suggesting moves to an allied AI.
- Add a way to show the attack choice and stats for already planned attacks, and to change the weapon used for that attack. Possibly show at the same time all attacks that are going to be executed on a single unit.
- Add drag and drop of planned moves' unit ghosts, for quickly redefining the destination, attack location (another hex around the same target unit) or recruit location.
- Might be useful (if not too hard to use), to allow to make assumptions about enemy units. e.g., "what will zoc look like if those three enemy units are dead ?"
- visual is easy to find: mark them with a a large skull-and-bones similar to pirate flags :)
- auto-assume that units, say, with >80% ctk will be dead ???
- (Very Difficult) Find some way of displaying the dialogues the current player sees to his allies (for instance the item choice screens from Bob's RPG era), but in a non-interactive way, so they can counsel him and be a bit more active when it's not their turn.
Note: tasks marked [low-priority] will only be implemented if I'm ahead of schedule when I get to the week they're listed for, or if they are low-hanging fruit after all. Otherwise I'll postpone them to the end of the project, where I'll do them if there's time remaining.
Start of GSoC: May 24
Before mid-term eval
(8 weeks of work) Implement planned moves as a local (non-networked) feature.
- Initial backend work (2 weeks)
- Design and implement planned_move class and the management of its container, vector or otherwise
- Implement operations in planned_move to add, remove planned moves; add stubs for more advanced features such as switching places between moves
- Implement the merge algorithm for planned_action vectors
- Interface for adding and removing planned moves (2 weeks)
- Preliminary display and highlighting of arrows; includes setting up the new graphics layer that will serve for all interface elements
- Preliminary interface to define and delete move arrows
- Add preliminary numbering display and reordering moves
- Implement display of planned attacks, with unit ghosts [low-priority]
- Add "ghosted unit + visual cue" display of planned recruits [low-priority]
- Introduce committing of actions and basic action validation (1 week)
- Implement "commit-on-hover/select" and "commit next", and deleting the planned action
- Implement committing of planned moves
- Implement committing of planned attacks [low-priority]
- Implement committing of recruits [low-priority]
- Implement basic conflict checking (i.e. impossible moves) and preliminary visual warning.
- Now that interface elements won't change much, start recruiting artist contributors in the wesnoth forums so they can help make this thing look better
- Implement "soft conflicts" detection and ZOC display (1 week)
- Add detection and display of multiple moves (includes attack+move [low-priority]) of the current player headed for the same hex
- Implement detection and display of conflicts for all actions planned for the same hex
- Add ZOC (ctrl+v) calculations and display according to planned moves (1 week)
- Remove remaining obsolete code and refactor a bit (1 week)
- Remove undo code if appropriate
- Remove delay shroud updates code if appropriate
- Test if "sighted" wml events now work properly
- Polish interface as much as possible for mid-term eval (remaining time, if any)
Milestone: July 16, Mid-term eval: we have a functional local whiteboard.
After mid-term eval
(3 weeks of work) Add the networked part of the whole deal
- Set up and test transmission and merging of planned_action vector diffs between clients (2 weeks)
- Implement structure allowing each client to keep a copy of the planned action vector of every other ally in play
- Implement and test continuous syncing mechanism of planned_moves between X number of allies
- Implement interface elements for networked whiteboard (1 week)
- Implement team-colored display according to planned move origin
- Expand soft conflict detection to include planned_actions received from allies
- Add filter backend and dialogs to choose who you share your planned_moves to and who you receive them form
- Make sure all commands are accessible through both menus and shortcut keys.
Milestone: August 9, suggested pencils down date: we have a functional networked whiteboard
Final touches
(1 week of work) Document more, write small after-action report
Milestone: End of GSoC 2010


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I disagree with SIBUD and the rest of you.
You have 9 posts, if my count is correct, in this thread from active BoD members, a couple of posts from committee members and several from previous BoD members. No BoD ever posted as much as Kbasa but you guys forget he had a dual roll for a very long time as a BoD member and as a forum admin/moderator. Gail was often heard when she was on the BoD in part because she was an active user before she became a BoD member. At the end of the day take a look at the forum stats page. It is a rare day that you won't see a BoD member having logged into the site. I can't look behind the curtain and see where they have been on the site but they do show up and apparently pursue their interest just like the rest of us.
The other thing to keep in mind is BoD members can get beat up twice for what they say here as our peers. They often are grilled and flame broiled when they participate here. Then they head to a BoD meeting or weekly conference call and can get the same treatment by fellow BoD members who don't agree with what was said.
I agree it was always fun and often informative to be in a thread with Kbasa. On the other hand can the same be said of us?
The real names of all the BoD members are listed in the front of each BMW Owners News, in the September issue on page 6. If a BoD member wishes to NOT post or NOT list his/her real name, then like any other member, they don't have to and I won't "out" them here. If I recall correctly, 6 of the 9 BoD members do post here and do list their real names when posting.
Tom "Bullit" Buttars
Don't assume that if a BoD member doesn't reply, that they are not reading a thread. See Sue's posts above. She has covered it all. There is no further reason for me to weigh in when the questions have been answered B/4.
Tom "Bullit" Buttars
I knew the real names were listed in the magazine and the MOA home page, but screen names would help. I see you list your position in your signature and I had missed that in the past. If the other BOD members list there full name in the signature I'll try to watch for that and learn who who in the zoo.
See you at the Iowa Rally next year.
Past BMW Bikes: 2011 K1300S, 2003 K1200RS, 1991 K75S, 1987 K75T, 1984 R100RT


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He looks great in this light coloured suit, non?
Ryan Gosling was in New York last night for the premiere of Only God Forgives. He also participated in a Q&A session with director Nicolas Winding Refn and castmates Vithaya Pansringarm, Kristin Scott Thomas, and Yayaying Rhatha Phongam.
Below – have you seen this shot before of Gosling and Phongam in what looks like a still from the film? I've never. I love it.
Only God Forgives received mixed reviews coming out of Cannes. Perhaps it suffered from high expectations. After all, they loved Drive over there. Still, even according to those who liked it, it was not the masterpiece from Refn that many had hoped for. As for Gosling, as it was in Drive, he says very little in the movie, relying on his physicality instead. Which, really, is just a showcase for why he is perhaps the actor of his generation. Because Gosling can do more with his face than most can do with 3 pages of dialogue. He does more with a smile than Justin Timberlake could ever hope for. Have you noticed how seldom Gosling smiles in his movies? And the effect on the scene when he finally does smile? I mean a full smile, with teeth, like he's doing here during the panel discussion. That's a really, really great smile, isn't it?


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Oscar-winning actor Cuba Gooding Jr. is expected to turn himself into New York City police Thursday after a woman accused him of groping her in a bar, NBC News reported Wednesday. He's denying the allegations.
The woman reportedly claims she was at the Magic Hour Rooftop Bar and Lounge in Manhattan Sunday night. She claims Gooding touched her breasts, according to the report.
Gooding told TMZ on Tuesday that the allegations are false.
"I trust the system," Gooding told a photographer as he was about to board a flight from Los Angeles to New York.
When asked if he is guilty, Gooding said, "No. Absolutely not."
Gooding said there was a video that "shows what really happened." NYPD detectives are reportedly obtaining video from the bar.


text:
Republicans block call for probe on Corbett in Sandusky case
Democrats want investigation into role as Attorney General
State House Republicans cut off debate on Wednesday for a probe into how the Attorney General's Office investigated the Jerry Sandusky case.
Democrats are accusing the GOP of playing politics and want the U.S. Attorney's Office to examine how the investigation into Sandusky was handled by then Attorney General and now Gov. Tom Corbett.
They are not alleging wrongdoing, but say there are too many unanswered questions about why it took so long to take action to keep Sandusky away from children.
"The people deserve a debate on the issue and not to have that debate is just wrong," said House Democratic Leader Rep. Frank Dermody.
A resolution calling for an independent investigation by the U.S. attorney general was never debated Wednesday as House Republican Speaker Sam Smith abruptly adjourned the House session before arguments could get under way.
"Nobody's suggesting wrongdoing, but I think there's enough here with regards to this investigation and how it was conducted the time it took and if proper procedures were followed," Dermody said.
"The underlying issue is, why was Jerry Sandusky allowed to be around children for three years when he was being investigated," asked Rep. Brandon Neuman.
"It's certainly unfortunate that the House Democrats are in essence victimizing Jerry Sandusky's victims again by calling into question the thoroughness of this investigation," said Kevin Harley.
The governor's spokesman said a grand jury was convened to compel testimony from victims and witnesses who had been reluctant to speak before.
Harley said it took time to build a solid case.
"The fact is that the jury verdict, 45 out of 48 counts, is a vindication of the thoroughness of the investigation which was initiated by Tom Corbett," Harley said.
Harley said the Democrats are playing politics.
"It's not a witch hunt. What we are is to get answers to questions that are out there," Dermody said.


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Sierra de San Francisco is a mountain range within the El Vizcaino Biosphere Reserve. It is located in Mulege Municipality of the northern region of the state of Baja California Sur, Mexico. This range is part of the Peninsula Ranges system, which extends from Southern California to the southern tip of the Baja California Peninsula. This range is part of the Baja California Desert ecoregion.
(Photo Via: Wikicommons)


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Raiders of the state's transportation fund
State lawmakers consistently voted to cut funding for vital transportation projects over the last few years even as they criticized Metro-North Railroad for a pattern of dismal performance and service mishaps.
Votes on budgets and spending adjustments during the last years of Republican Gov. M. Jodi Rell's administration and through Democratic Gov. Dannel P. Malloy's administration show lawmakers from both parties raided the state's Special Transportation Fund to pay routine obligations and cover deficits -- despite a growing backlog of needed rail improvements and other transportation priorities.
An analysis by Hearst Connecticut Media of past voting by state lawmakers representing the Danbury, Bridgeport, Stamford and Greenwich regions found that:
26 of the 61 legislators representing 28 southern Connecticut districts voted against Malloy's $37.6 billion two-year budget that cuts $109.7 million from the state's dedicated transportation revenues in 2014 and 2015.
To close deficits during the 2012 fiscal year, 27 lawmakers voted for a package that reduced the statutory required transfer of revenue from the General Fund to the Special Transportation Fund by $70.1 million.
23 Fairfield County lawmakers in 2011 voted to reduce transfers to the STF by $42.5 million. The heavily Democratic Bridgeport and Stamford delegations voted unanimously to raid or reduce transfers to the fund.
In an apparent flip, or rebuke, of past transportation fund raids, 52 of the region's legislators voted last year to approve a lockbox bill that going forward ends the Legislature's ability to remove money from that fund to pay for routine budget obligations.
Senate Minority Leader John McKinney, R-Fairfield, acknowledged he has voted for bills that removed money from the transportation fund. But he also said he eagerly voted to place a lockbox around the fund.
"I've been arguing for a number of years that we should not take money out of the STF to balance the budget. We need to make the proper investments," said McKinney, who is seeking the GOP nomination for governor this year.
He said he voted against the current state budget for a variety of reasons, including the fact that for this year it removed $76.5 million from the STF. In the past, McKinney said he voted for deficit mitigation packages that removed smaller amounts because that was the deal he had to make.
"You have to look at everything, there are balances and priorities," McKinney said. "I voted for a deficit mitigation package that took $10 million out of the fund, given the fiscal problems. It's not great, but it was something I was willing to do. I've seen worse deals."
State Rep. David Scribner, R-Brookfield, proposed the lockbox legislation a year ago January. He also voted against the last three budgets that raided money from the transportation fund.
Scribner said he hopes the fact that the legislation passed with near unanimous support means lawmakers will abide by the new law.
However, he noted that during the legislative process for the lockbox proposal, the Malloy administration changed the effective date from July 1, 2013 to July 1, 2015, which allowed the administration to balance last year's budget with an additional $118 million from the fund.
"I wasn't at all happy with that," he said. "The purpose and intent of the legislation was to prevent something like that from happening. I guess the glimmer of hope is that the legislators across the board seemed to be supportive of the concept and the need to use the special transportation funds for what they were intended."
How it should work
Originally created in 1983 by Gov. William O'Neill after the collapse of the Mianus River Bridge to help shore up and expand the state's transportation network, the Special Transportation Fund is primarily supported by two separate taxes on gasoline which make up about 70 percent of the fund's anticipated revenue for 2015 of $1.331 billion.
The first is a flat tax of 25 cents paid by drivers at the pump, and the second is a petroleum gross receipts tax, which is a levy on the wholesale price of gasoline paid by distributors.
In 2005, the legislature passed a gross receipts tax hike under Rell which gradually raised the rate of the tax from 5 percent to 8.1 percent, in part to bolster funding for transportation.
With rising gasoline prices, revenues surged far beyond expectations while a designated minimum to be devoted to road and transit needs remained fixed by the law.
Since 2005, $1.26 billion of the proceeds of the tax has stayed in the state's General Fund rather than being applied to needed transportation projects. Hundreds of millions of dollars have been diverted to pay routine state obligations or blocked from being deposited into the STF.
Joseph McGee, vice president of public policy for the Business Council of Fairfield County, said business leaders see the link between the depth of the state's infrastructure funding gap and the failure to assign appropriate revenue to tackle them.
"The lack of sustained commitment to transportation infrastructure spending has been a major impediment to economic growth," McGee said. "There is an urgency to address this that cannot be kicked down the road another five years and the political leadership of the state and executive leadership of the state have got to come together on this."
The Malloy administration recognizes investment in the New Haven Line and highway infrastructure is critical, said Andrew Doba, a spokesman for the governor.
Doba said the budget has increased appropriations to the Special Transportation Fund for the past three years, including $1.243 billion and $1.333 billion in 2014 and 2015 for projects.
Malloy earlier this month said that his 2015 budget would also dedicate the full stream of the petroleum gross receipts tax to transportation projects.
"The idea that this administration had reduced support for the Special Transportation Fund is just plain wrong," Doba said.
Will protection work?
House Minority Leader Larry Cafero, R-Norwalk, said he voted against recent budgets for a variety of reasons, including removing money from the STF. But he said he voted for a deficit mitigation plan in 2010 that removed money from the fund because at the time the state's deficit was so large the state constitution mandated action.
But for years the state has wrongly raided the transportation fund, Cafero said, and that's why he voted for the lockbox bill.
"We have had a system in place in the state in which we were told certain taxes would go to a special transportation fund," he said. "What I saw was a consistent raiding of that and going back on our word. That's why people get disgusted with government."
State Rep. John Frey, R-Ridgefield, said more reform of the Special Transportation Fund is needed.
The lockbox law won't help the fact that the majority of state Department of Motor Vehicle employees are paid through the special transportation fund, he said.
"The DMV is a department that has its own revenue stream," he said. "They should be able to pay those employees through the operational fund."
State Sen. Michael McLachlan, R-Danbury, isn't optimistic that the lockbox law will fully protect the transportation fund.
For years McLachlan has been lobbying for a constitutional amendment that would prevent the Legislature from raiding the fund.
"If it's not a constitutional change it doesn't carry as much weight," he said. "The lockbox law is a state statute that could be changed even temporarily if the legislature wants to."
As an example, McLachlan pointed to the constitutional amendment supported by more than 80 percent of the state's voters in 1992 to place a cap on government spending. However, two decades later, the Legislature has yet to fully affirm the amendment.
The General Assembly's Transportation Committee will review a bill Wednesday that would further reenforce the lockbox legislation by making it an amendment to the state constitution. Twenty-six other states have similar legislation prohibiting legislative bodies from raiding dedicated transportation funds.
State Sen. Toni Boucher, R-Wilton, who voted against Malloy's past two biennial budgets, also has doubts.
She said she's worried about whether the General Assembly will have the discipline to not repeal the lockbox restriction when faced with future deficits.
"The fund is as safe as any governor, General Assembly, or House allows it to be," said Boucher, who is considering a run for governor. "We can make a big issue of it, but if the president pro tem of the Senate decides we're going to take (the money) out, it is hard to stop it."
But for now, the sentiment in the General Assembly seems to favor using the Special Transportation Fund for its designated purpose.
"We didn't have the situation then that we now have with Metro-North," said state Rep. Auden Grogins, D- Bridgeport. "Now I think we are all in favor of the keeping the money there."
Aging rail infrastructure
One of the bigger impediments to expanding the New Haven Line's capacity are four century-old swing bridges that limit the speed of trains and can become stuck open and halt service for hours.
While some money has been allocated to design two of the bridges, it is unclear when they will be fully funded.
The state is also expected to fast-track installation of a mandated collision avoidance system, called Positive Train Control, that the Metropolitan Transportation Authority estimates will cost $900 million for Metro-North and Long Island railroads.
The DOT has projected that through 2016 the state needs more than $2 billion to maintain transportation infrastructure, including highways.
Adequate transportation crucial to growth
Fred Carstensen, a professor with the University of Connecticut's Center of Economic Analysis, said pledges by gubernatorial candidates, including Malloy, promising tax cuts are the wrong medicine to boost the state's economy, especially given the state's road and rail infrastructure needs.
"Connecticut's long-term malaise -- stretching back at least 25 years -- is the result of a systematic, pervasive failure to invest in and sustain the quality of its transportation infrastructure and human capital development," Carstensen said.
Along with higher education spending, Carstensen said the state's under investment in Metro-North, and establishing train service in other parts of the state, has left workers with few options besides getting around by car.
"Why would a company that needs to draw together a lot of employees come to a state with a weak transit system?" Carstensen said.
In February, a group of legislators signed a letter asking the Federal Railroad Administration to intervene to help make management changes at Metro-North Railroad after a disastrous 2013 which has galvanized a commuter-driven backlash against state officials.
Staff writers Dirk Perrefort and Bill Cummings contributed to this report.


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Baltimore's Walters Art Museum has received a $265,000 National Endowment for the Humanities grant to put toward digitizing its collection of medieval manuscripts and making it available, via computer, to the general public.
The three-year project, "Imaging the Hours: Creating a Digital Resource of Flemish Manuscripts," includes 113 illustrated manuscripts, encompassing 45,000 pages of text with over 3,000 pages of illumination — elaborate illustrations, such as stylized letters or border decorations. The manuscripts originated in Flanders, now Belgium and northeastern France, from the 13th through 16th centuries.
"Medieval manuscripts are unique historic documents," William Noel, the museum's curator of manuscripts and rare books said in a statement. "They are keys to the past for scholars, witnesses to history for students and objects of beauty for those who love art."
The Flemish manuscripts include 80 Books of Hours, personal prayer books often illuminated in gold and painted by masters of the time.
This is the third NEH grant the Walters has received to help digitize its collection of some 850 medieval manuscripts — one of the largest collections in the Western Hemisphere, second only to the Morgan Library and Museum's in New York. The Walters received $307,500 in 2008 to digitize its Islamic manuscripts; another $315,000 for its collection of Armenian, Byzantine, Dutch, English, Ethiopian and German works.
The museum's goal is to digitize its entire manuscript collection.
"Just as the Walters provides access without admission fee to our permanent collection, we are also making it available as part of our public mission," museum director Gary Vikan said in a statement.
Many of the manuscripts are part of the original art collection bequeathed to the city of Baltimore by Henry Walters in 1931.
Digitized manuscript pages can be viewed at the museum's "Works of Art" site, at art.thewalters.org. Additional images are posted regularly to the Walters Art Museum Illuminated Manuscripts' Flickr photostream, at flicker.com/photos/medmss.


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This utility enables basic switch scanning skills to be practiced. Click on the "1" button to simluate switch input.
Further useful info includes...
• Full-screen Practice
• Switch scanning factors diagram.
• Paul Nisbet & Patrick Poon info (1 + 2).
• ACE Centre Switch Scanning Booklet
• Gamasutra One Button Games Article.
• Inclusive Switch Progression Roadmap by Ian Bean.
• Game Accessibility Guidelines.
• Help You Play.
• Design Tips for One Switch Games.
There are many methods for using switch access, such as on iOS devices with point-mode and recipes and the OneSwitch Pulse method for gaming on PCs and Consoles.
Many thanks to Gary Derwent for his blessing to resurrect his excellent Switch Scanning utility on-line. To support the development and sharing of similar Assistive Technology, please consider supporting SpecialEffect.


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Dog food reviews
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Eagle Pack Pet Foods, Inc Eagle Pack Holistic Select Large & Giant Breed Adult Formula
Date of last review
Thu December 27, 2007
Recommended By
Average Price
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100% of reviewers
None indicated
None indicated
Metabolizable Energy:
392 kcal/cup
Chicken Meal, Ground Brown Rice, Ground White Rice, Oatmeal, Chicken Fat (Preserved With Natural Mixed Tocopherols), Dried Beet Pulp, Pork Meal, Anchovy & Sardine Meals, Dried Egg Product, Flaxseed, Tomato Pomace, Carrots, Sun-Cured Alfalfa, Peas, Salt, Potassium Chloride, Quinoa (Organic), Apples, Blueberries, Inulin, L-Carnitine, Taurine, Beta-Carotene, Cranberries, Dehydrated Kelp, Glucosamine Hydrochloride, Yucca Schidigera Extract, DL-Methionine, Vitamin A Acetate, Vitamin D3 Supplement, Vitamin E Supplement, Riboflavin Supplement, Vitamin B12 Supplement, d-Pantothenic Acid, Niacin Supplement, Choline Chloride, Pyridoxine Hydrochloride, Thiamine Mononitrate, Folic Acid, Ascorbic Acid, Biotin, Lecithin, Rosemary Extract, Inositol, Polysaccharide Complexes of Zinc, Iron, Manganese, Copper and Cobalt, Potassium Iodate, Sodium Selenite, Lactobacillus acidophilus Lactobacillus casei, Enterococcus faecium, B. subtillus, Bacillus licheniformis, Bacillus coagulins, Aspergillus oryzae, and Aspergillus niger.
Guaranteed Analysis:
Crude Protein min 24%
Crude Fat min 13%
Crude Fiber max 3.9%
Moisture max 10%
Calcium min 1.0%
Phosphorus min 0.8%
Vitamin A min 22,000 IU/kg.
Vitamin E min 165 IU/kg
**Ascorbic Acid min 30 mg/kg.
**Omega 6 Fatty Acids min 2.8%
**Omega 3 Fatty Acids min 0.5%
**Beta-Carotene min 5.0 mg/kg.
**L-Carnitine min 150 mg/kg
**Taurine min 0.11%
**Glucosamine Hydrochloride min 82 mg/cup
Post a Reply
Registered: October 2005
Posts: 3953
Review Date:
Thu December 27, 2007
Would you recommend the product?
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First ingredient is a named meat product
Insufficient meat content, mixed quality ingredients
The first, seventh and eighth ingredients in this food are named meat products, each in meal form. The latter two are too far down the ingredient list to make a substantial contribution to the overall meat content of the food.
The second - fourth ingredients are all grains, suggesting a grain-heavy food. It is likely that if the two forms of rice listed were not 'split' that rice would, in fact, be revealed as the primary ingredient in the food. Rice and oatmeal are decent quality grains and good carbohydrate sources, however canines should be fed diets based on meat rather than grains.
Beet pulp is filler and a controversial ingredient it is a by-product, being dried residue from sugar beets which has been cleaned and extracted in the process of manufacturing sugar. It is a controversial ingredient in dog food, claimed by some manufacturers to be a good source of fibre, and derided by others as an ingredient added to slow down the transition of rancid animal fats and causing stress to kidney and liver in the process. We note that beet pulp is an ingredient that commonly causes problems for dogs, including allergies and ear infections, and prefer not to see it used in dog food. There are less controversial products around if additional fibre is required.Tomato pomace is also filler. We would prefer to see the use of whole eggs rather than dried egg product in the food.
The food does contain a range of fruits/vegetables and a good range of probiotics.
Overall, we are reasonably satisfied with the quality of this product, but would prefer to see more meat in the food. Supplementing the diet with additional meat should be considered by those using the food.
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Hi, l'm also looking for someone to rally or play a match, l work in palos verdes but live in hawthorne
Hello Wong,
I live in Torrance and about 3.5 or little higher and could play this Sunday or Monday early afternoon (maybe finish game by 4pm or so). Send me an e-mail to [edited by Moderator] I can come to any of the courts you listed on this post. I usually prefer Ernie Howlett bc no one plays there at day time but doesnt matter to me.
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Last weekend marked the final round of 2010 for the US Soccer Federation Development Academy, and a handful of MLS academies have accounted for themselves headed into the year-end break.
This is particularly the case out west, as the Seattle Sounders U-17/18 side sits at the top of the Northwest Division of the West Conference. With a division mark of 4-0-1 and just one loss overall (record stands at 8-1-3), the Sounders are in good standing with a month off.
In the SoCal Division of the West Conference, the U-17/18 Academy sides of Real Salt Lake and Chivas USA sit at No. 1 and No. 2, respectively.
The Sounders FC U-15/16 team is also faring well at second place in the Northwest Division with an 8-2-2 record. At the same level, over in the Mid-Atlantic Division of the East Conference, D.C. United's Academy side sits top with a 4-0-1 record.
Here's a look at some of the top teams this fall across the Development Academy:
Solar Chelsea SC (Texas) – 11-1-2 overall, 27 goals for, 7 against
Seattle Sounders FC (Washington) – 8-2-2 overall, 23 goals for, 14 against
Concorde Fire (Georgia) – 18-2-3 overall, 71 goals for, 19 against
Los Angeles Galaxy (California) – 10-0-1 overall, 32 goals for, 7 against
FC Dallas (Texas) – 11-1-3 overall, 32 goals for, 9 against
Seattle Sounders FC (Washington) – 8-1-3 overall, 26 goals for, 8 against
Real Salt Lake (Arizona) – 4-0-3 overall, 20 goals for, 6 against
Chivas USA (California) – 7-3-4 overall, 27 goals for, 20 against
Ready to launch: MLS Matchday 2010, The new official MLS iPhone app. It's FREE! Download it here!


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At 9/11 memorial, a plea to remember US troops at war 11 сентября 2012, 13:10
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At 9/11 memorial, a plea to remember US troops at war
US Defense Secretary Leon Panetta warned Americans not to forget the troops who are fighting and dying in Afghanistan, as he paid tribute to the victims of the 9/11 attacks on Monday, AFP reports. In a visit to a memorial in southwestern Pennsylvania honoring the passengers and crew of United Flight 93 that was hijacked on September 11, 2001, Panetta said the fight against the Al-Qaeda militants behind the attacks was not over, and that soldiers were still in harm's way. "I pray that as we remember 9/11, and the terrible things that took place on 9/11, that we will also take the time to remind ourselves of the sacrifices that have been made by those who have fought and died in order to make sure that it not happen again," Panetta told reporters. "My concern is that too often we do not express our concern and our attention to those who are fighting and dying for this country. We're continuing to lose good men and women in battle in Afghanistan," he said. He drew a connection between the passengers of Flight 93, who struggled with their hijackers and foiled an apparent attempt by Al-Qaeda to strike Washington, and US troops waging war against Taliban insurgents eleven years later in Afghanistan. The US soldiers are "putting their lives on the line every day," he said. "That kind of sacrifice, that kind of commitment, that kind of dedication, that kind of courage is what makes this country strong. "And we had damn well better remember that every day." Panetta's impassioned plea to honor the more than 2,000 American troops killed in Afghanistan and the roughly 77,000 forces deployed there came amid a US presidential campaign that has barely touched on the conflict or foreign policy. The war in Afghanistan, launched after the 9/11 attacks over the Taliban's alliance with Al-Qaeda, has steadily lost popular support but has generated no massive street protests or bitter debate similar to the one surrounding the Iraq conflict. A growing majority of Americans oppose the US military presence there and support NATO's plan to withdraw most combat forces by the end of 2014. The conflict rarely makes front page news, despite a steady flow of casualties and a vast investment in manpower and money, with political debate focused on how to revive the country's economy. Panetta's trip to the memorial is the first in a series of anniversary ceremonies marking the 9/11 attacks which will unfold on Tuesday. Events are scheduled in New York City, the Pentagon in Washington, and again in the rolling countryside in Pennsylvania at the crash site of Flight 93. The Pentagon chief on Monday placed a wreath and bowed his head before marble slabs bearing the names of the 40 passengers and crew who died that day. He then met with family members of the victims from the hijacked plane and walked to a boulder that marks the point where Flight 93 slammed into the ground in a ball of flame. Eleven years ago, Flight 93 took off from Newark, New Jersey headed for San Francisco but was hijacked 46 minutes into the flight and ordered to turn towards Washington and its apparent target, the Capitol building. From phone calls to loved ones on the ground, those on board learned that other airliners had been hijacked and used to attack the World Trade Center. The passengers and crew voted to challenge the hijackers, and recordings from the plane captured the sounds of a struggle. The Boeing 757 crashed at full speed at 10:03 am, only 20 minutes flying time from Washington. Panetta said that those aboard the aircraft had displayed "selflessness, determination and tremendous courage" that continues to serve as a source of inspiration. "This is hallowed ground, because this is the final resting place of American patriots," he said. Panetta, who as CIA director presided over the successful effort to track down and kill Al-Qaeda chief Osama bin Laden in May 2011, said the extremist network had been severely weakened but that there would be no let-up in Washington's campaign. "We've decimated some of the very key leadership in Al-Qaeda. There is no question in my mind that we have impacted on their command and control and capability to be able to plan similar 9/11 attacks on this country," he said. "But having said that, Al Qaeda terrorism still remains a threat, and it's for that reason that we are continuing to pursue them, in Yemen, and in Somalia, and in North Africa, and elsewhere."


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Resources for Researchers
NIAID offers many resources to support your research, including reagents, model organisms, and tissue samples, to name just a few. Use the filters under Filter Search Results to narrow your search, or simply enter specific search terms in the search field.
BEI Resources Repository
The BEI Resources Repository is a central repository that supplies organisms and reagents to the broad community of microbiology and infectious diseases researchers. Materials are available through an online catalog.
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The WRCEVA program maintains the Emerging Viruses and Arboviruses Reference Collection and provides reagents and support for investigations of virus outbreaks throughout the world.


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Pengumuman Seputar World Of Warcraft.
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When Denny Quigley bought the 164-site Kozy Rest Kampground in Harrisville, Pa., 11 years ago, it was a run-down park with very little seasonal or overnight business.
But, according to a press release, it's a different story today.
As one of the newest additions to the Jellystone Park Camp-Resort chain of resorts, Kozy Rest is a popular camping destination with family activities, weekend entertainment as well as cabin and yurt rentals. It's also one of the highest rated campgrounds in the country. In the past four weeks, the campground has received:
- The "Park of the Year" Award from the National Association of RV Parks and Campgrounds (ARVC), the most prestigious award available in the private campground industry.
- An "A" rating from GuestRated.com, a Murrieta, Calif.-based company that tracks online consumer ratings of campgrounds across the country. This is the fourth year in a row that Kozy Rest has received an all around "A" rating from GuestRated.com.
- Four awards from Milford, Ohio-based Leisure Systems Inc., the company that franchises Jellystone Parks across the country. Kozy Rest received Leisure Systems' highest inspection award, the Pinnacle Club, for scoring above 95% on their annual facilities inspection as well as awards for "Rookie of the Year," "Recreational Programming" and "Outstanding Customer Service."
Quigley said he and his family have come a long way since they acquire the campground just over a decade ago.
He noted, "I remember attending my first campground industry conference in 2000 and seeing campgrounds receive the 'Park of the Year' award and thinking that would be great to get, but I have so, so much work to do. Where do I start?"
Quigley said he and his son, Gary, found the path to success by attending the School of RV Park and Campground Management in Ogelbay, W.V. and soliciting ideas from faculty members on ways they could improve their park's facilities, amenities and service.
The Quigleys started by improving the campground's landscaping and adding a campground store, complete with propane and ice. They later added rental cabins and a mini-golf course.
Even after joining the Jellystone Park chain in January, the Quigleys continued to add more features to their park, including an inflatable bouncer, mining sluice and a dog park.
The good news for the Quigleys, of course, is that these improvements are not only translating into national recognition for their campground, but increased business as the park attracts growing numbers of families from Pennsylvania and across the Northeast.
"It feels so good," Denny Quigley said. "All of the education on customer service and business planning that Gary and I received is paying off."


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Becoming a WSF Member is Free, you can also sign up using your Facebook, Twitter or Google Account to make life even easier.
Membership has the following benefits:
- Members gain full access to the whole of the WSF site, including our popular for sale boards.
- The ability to search through 10 years worth of tackle advice and catch reports.
- Less adverts.
- Regular updates on what is happening in the world of sea fishing.
Notice WSF/Art of Fishing.
Discussion in 'Saltwater Fly Fishing Forum' started by Nick Phillips, Jun 18, 2018.
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If you own internet site and want your customers tracking international parcels there without redirection to other sites, then you can embed our Iframe application to you site.
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